Randomizer feature: Triforce Hunt (#3062)
* Initial work to make triforce pieces their own rando item * Disable triforce greyscaling * Better triforce model, finish adding triforce pieces to logic * Triforce model is now a shard * Credits warp + start of item tracker * Initial item tracker stuff * Completed triangle on triforce completion * Completed triforce model on GI done * Multiple triforce piece models * Triforce pieces in save editor & fix build * Finish item tracker * Gameplaystats timestamp * Revert parts of logic * More reverting * Start of making Triforce Hunt the win condition * Bit of cleanup * Triforce pieces can show up as icetraps * Grant GBK to player after hunt is completed * Better text boxes * Disable GBK option in ImGui with Triforce Hunt on * Clean-up * Forced save on completion improvements * Update Item Tracker Settings initial size * Small ImGui adjustments * French translation and update defaults * Finish translations * Fix timer completion & 50+ triforce pieces * Remove GI_ and ITEM_ enum usage, add french ice trap names * Fix build & small fixes * Review comments * Comment clarification
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@@ -7,6 +7,7 @@
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#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/randomizer/draw.h"
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#include <stdlib.h>
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@@ -1292,6 +1293,8 @@ void Player_DrawGetItemImpl(PlayState* play, Player* this, Vec3f* refPos, s32 dr
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if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_ICE_TRAP) {
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Player_DrawGetItemIceTrap(play, this, refPos, drawIdPlusOne, height);
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} else if (this->getItemEntry.modIndex == MOD_RANDOMIZER && this->getItemEntry.getItemId == RG_TRIFORCE_PIECE) {
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Randomizer_DrawTriforcePieceGI(play, this->getItemEntry);
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} else if (this->getItemEntry.drawFunc != NULL) {
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this->getItemEntry.drawFunc(play, &this->getItemEntry);
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} else {
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